Fafhrd on 14/3/2010 at 19:13
And why wouldn't it be in the game? It's not all that different than the maxed out see-through-walls aug from the first game.
Admittedly it's more likely to just identify them as hostile or friendly and what weapons and armour they have, just because there's no way they could factor old injuries in to how NPCs fight.
Digital Nightfall on 14/3/2010 at 19:20
There would be a randomization of "weak spots" the enemies have, couldn't there? Scanning the bad-guy reveals that they have a bad knee, which it just generates on the spot from a list of possible weaknesses. Shooting them in the knee then disables them, whereas shooting the knee of any other enemy just drains their hit-points (or it takes two shots to the knee to make them go down rather than just one). Rather unrealistic but it might work as a gameplay mechanic.
But that's all part of the problem with this video. It shows a few things that would be possible and cool in-game, but we have no way of knowing if it's just an animation dreamed up by guys who heard about some things you could do in Deus Ex, or if it's based on actual content from the game. So it seems a little pointless to say "I liked this" and "I didn't like that" when as far as we know, this in no way represents the Deus Ex 3 game.
That's all I was saying. I think I'm playing a bit captain-obvious though, so I digress. I'm still hoping for the best.
Pardoner on 15/3/2010 at 03:44
Quote Posted by Fafhrd
It's not all that different than the maxed out see-through-walls aug from the first game.
The difference is that it humanizes the enemies a little bit. Knowing a target has, say, a femur broken 7.2 years ago gives that character a little history (moreso if it corresponds to some bit of game fiction), and introduces a tiny moral dilemma. Break the poor fucker's leg...again?
Even if it isn't implemented, the idea seems to fit neatly with a moral ambiguity that the first game introduced.
Muzman on 15/3/2010 at 05:02
Potential for hilarity in the developer quotes too. I remember one writer complaining she had to write dialogue for a garbage can (which was cut) in Invisible War. This time it's "I have to write backstory content for some guard's nuts!"
ZylonBane on 15/3/2010 at 06:31
Any video game writer complaining about writing dialog for a garbage can, is in the wrong line of work.
Yakoob on 15/3/2010 at 09:25
aaah, the stop sign dialogue in bloodlines...
Digital Nightfall on 15/3/2010 at 09:29
You could talk with a stop sign in Bloodlines?
Ah.... Malkavian right?
(You could talk with a door in Ultima Underworld... sort of...)
sethL on 18/3/2010 at 00:49
Heavy-handed metaphors in a Deus Ex game?! Jesus Christ, Denton!